Ancient Stegadon (Engine of the Gods)This great beast has both the temperament and strength to bear the Engines of the Gods to battle and beyond.
The eldest Stegadons are the strongest of their kind. Over the ages, some of their fiery temper has cooled and, as they often outlive their Skink crews, they gradually become more accepting of new handlers. Each new team honours their beast and elder Stegadons are widely venerated. Many crews will hammer bronze or gold plates covered with glyphs into their gnarled hide, more to mark a beast's status than to provide additional protection. Likewise, on the eldest of beasts, reinforced masks are set over the creature's headcrest, and ornamental bracelets or sharp metal tips are commonly seen to cover its horns. Ancient Stegadons frequently carry fearsome blowpipes in their fighting howdahs. Each fires a cluster of darts that separates in flight to create a hail of poisoned death. It is for good reason that the Skinks name these fearsome weapons 'Sotek's String'.
Unit NameAncient Stegadon (Engine of the Gods)
Main Unit Keywh2_dlc12_lzd_mon_ancient_stegadon_1
Land Unit Keywh2_dlc12_lzd_mon_ancient_stegadon_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupSupport Monster
Naval Unit GroupSupport Monster
├ Melee Weaponwh2_main_lzd_ancient_stegadon
├ Melee Damage Base140
├ Melee Damage Ap340
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry18
├ Base Defence32
└ Shield Defence0
├ Armour Defence130
└ Shield Armour0
├ Man Entitywh_main_infantry_rider
├ Man Speed33
├ Man Health8
├ Bonus Hit Points9846
├ Mount Entitywh2_dlc12_lzd_mon_ancient_stegadon_platform_engine_gods
├ Mount Speed50
└ Mount Health8
Leadership (Base Morale)75
- Burning Alignment
A scorching ray of light blasts forth from the sky, putting the foe to flight or screaming, burning death - preferably the latter!
- Arcane Configuration
Command of this ability means never again having to run out of the Winds before the fight is well and truly done.
- Portent of Warding
Knowing where the trap is - that's the first step in evading it.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
- Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Causes Terror
This unit can fear themselves.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage.
|The Eye of the Vortex|